čeština (чешки) Dansk (датски) Nederlands (холандски) English (английски) Suomi (фински) Français (френски) Deutsch (немски) Ελληνικά (гръцки) Magyar (унгарски) Italiano (италиански) 日本語 (японски) 한국어 (корейски) Norsk (норвежки) Polski (полски) Português (португалски) Português-Brasil (Бразилски португалски) Română (румънски) Русский (руски) 简体中文 (Опростен китайски) Español (испански) Svenska (шведски) 繁體中文 (Традиционен китайски) ไทย (тайландски) Türkçe (турски) Українська (украински) Помогнете ни с превода на Steam
Този файл беше блокиран, понеже нарушава Условията за ползване на Steam. Той е видим само от Вас. Ако мислите, че Вашият файл е бил блокиран по погрешка, моля, свържете се с поддръжката на Steam.
Този предмет е несъвместим с Greenlight. Моля, вижте страницата с инструкции за причините, поради които предметът не може да работи с Greenlight.
Текуща видимост: Скрит
Този предмет ще бъде видим само от Вас, администраторите и всеки, отбелязан като създател.
Текуща видимост: Само за приятели
Този предмет ще бъде видим само от търсения за Вас, Вашите приятели и администратори.
Tower of the Gorillion
A Whole New World
13 януари 2013 - RUBBA
// Jan 12 / 2013 //
A Brief Update
I guess this is the first announcement, hopefully I don't mess anything up too bad! It feels as though we have been keeping you in the dark for far too long, and I'm sure you would like to see some of the new stuff we've been working on. So, without further ado...
As some of you may or may not know, we've made the transition to Game Boy Color graphics. This was done for multiple reasons, but it was mainly due to the unreadability of the foreground / background using just 4 colours. We've added new screenshots showing a few of the revamped levels off, but you can totally play the updated demo with reworked rooms, colour, enemies, etc. (http://circuiton.com/gorillion.html)!
We have had numerous people request the addition of enemies beyond just obstacles (such as the giraffes). So, there should now be themed enemies in each level to fight! Combat is very straight-forward. When controlling Grimmer, just hit the action button to swing your sword in front of you. If you're Gewalt, press and hold the action button in mid-air to rain some kunai down on your foes. Of course, reaching the end of a stage will put you against a unique boss that you'll have to overcome.
Initially, we wanted this to just be a quirky little platformer with a very vague storyline. It has evolved into something much more and should now feature a thorough story with branching missions, more than one ending, and even cutscenes. I'm pretty excited!
Each level should include a new type of block or mechanic that you will have to figure out and use to your advantage. Without spoiling too much, we've added things such as: Ridable boulders, ice blocks, dimmed lights, mirages, and much more.
We've been lucky enough to have our game shown off at a few places, and by a few different people. So I'd like to give a brief shoutout to:
TOJam - Where the game was originally born.
Indie Impressions - Just check this guy out on YouTube, he is fantastic.
EuroGamer Expo - I still can't believe our game was shown here! Just nuts.
/r/GameDev - The fine people over at Reddit are great with comments and critiques. Much love!
TIGSource - We are new to posting here, but the reception has been warm so far. We were even showcased in the "TIGSource Devlog Magazine". Woo!
Thanks for dropping by!
Hopefully we will have more accouncements soon. I just didn't want to make a bunch of tiny ones, so I figured I'd let a bit build up and create a bigger one! If you have questions, comments, concerns, or think I missed something please let me know in the Discussions or Comments section and I'll try and address the situation!
A HUGE THANK YOU GOES OUT TO EVERYONE THAT HAS VOTED FOR OUR GAME THUS FAR. WE HOPE YOU ENJOY PLAYING OUR GAME AS MUCH AS WE ENJOY MAKING IT. WE CAN'T WAIT UNTIL IT'S FINALLY RELEASED!